#include static void level_start(Level *level, GameManager *manager, void *context) { UNUSED(manager); level_clear(level); player_spawn(level, manager); LevelContext *level_context = context; // check if the world exists if (!world_exists(level_context->id)) { FURI_LOG_E("Game", "World does not exist.. downloading now"); if (!level_context->app) { level_context->app = (FlipWorldApp *)malloc(sizeof(FlipWorldApp)); if (!level_context->app) { FURI_LOG_E("Game", "Failed to allocate FlipWorldApp"); return; } } FuriString *world_data = fetch_world(level_context->id, level_context->app); if (!world_data) { FURI_LOG_E("Game", "Failed to fetch world data"); draw_town_world(level); free(level_context->app); level_context->app = NULL; return; } if (!draw_json_world(level, furi_string_get_cstr(world_data))) { FURI_LOG_E("Game", "Failed to draw world"); draw_town_world(level); } free(level_context->app); level_context->app = NULL; furi_string_free(world_data); return; } // get the world data FuriString *world_data = load_furi_world(level_context->id); if (!world_data) { FURI_LOG_E("Game", "Failed to load world data"); draw_town_world(level); return; } // draw the world if (!draw_json_world(level, furi_string_get_cstr(world_data))) { FURI_LOG_E("Game", "World exists but failed to draw."); draw_town_world(level); } furi_string_free(world_data); } static LevelContext *level_context_generic; static LevelContext *level_generic_alloc(const char *id, int index) { if (!level_context_generic) { level_context_generic = malloc(sizeof(LevelContext)); } snprintf(level_context_generic->id, sizeof(level_context_generic->id), "%s", id); level_context_generic->index = index; level_context_generic->app = NULL; return level_context_generic; } static void level_generic_free() { if (level_context_generic) { free(level_context_generic); level_context_generic = NULL; } } static void level_alloc_generic_world(Level *level, GameManager *manager, void *context) { UNUSED(manager); UNUSED(level); if (!level_context_generic) { FURI_LOG_E("Game", "Generic level context not set"); return; } LevelContext *level_context = context; snprintf(level_context->id, sizeof(level_context->id), "%s", level_context_generic->id); level_context->index = level_context_generic->index; level_context->app = level_context_generic->app; } // Do NOT touch (this is for dynamic level creation) const LevelBehaviour _generic_level = { .alloc = level_alloc_generic_world, // called once, when level allocated .free = level_generic_free, // called once, when level freed .start = level_start, // called when level is changed to this level .stop = NULL, // called when level is changed from this level .context_size = sizeof(LevelContext), // size of level context, will be automatically allocated and freed }; const LevelBehaviour *generic_level(const char *id, int index) { level_generic_free(); level_context_generic = level_generic_alloc(id, index); return &_generic_level; }